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I think it would be a great idea (at least from a consumer perspective) to sell the Adventurers PDF separately. Maybe Spells, as well. Probably 75% of the set is of little use to players, and I think being able to buy one or two PDFs at an appropriate price might open up the market a bit.

Just a thought.

__________________A man said to the universe:
"Sir I exist!"
"However," replied the universe,
"The fact has not created in me
A sense of obligation."

I think it would be a great idea (at least from a consumer perspective) to sell the Adventurers PDF separately. Maybe Spells, as well. Probably 75% of the set is of little use to players, and I think being able to buy one or two PDFs at an appropriate price might open up the market a bit.

Just a thought.

Personally I would really prefer it if players read Exploits. I like it when people have some idea of what they can actually do and how to do it.

In practice most of them are only going to skim Adventures, which if you really wanted to be cynical about you really just could tabulate a list of the templates with brief summaries, and a similar list of the kewl powerz.

Personally I would really prefer it if players read Exploits. I like it when people have some idea of what they can actually do and how to do it.

In practice most of them are only going to skim Adventures, which if you really wanted to be cynical about you really just could tabulate a list of the templates with brief summaries, and a similar list of the kewl powerz.

And most players will want to buy Exploits. And GMs may want him/her to buy it. No argument there. But making it a requirement (when it really isn't) means forcing them to spend $60 just to participate and buy a bunch of stuff they may never use. Having Adventurers available alone means the player might be able to get all he needs for only $10 (more or less). Low cost can be an incentive to buy at all.

__________________A man said to the universe:
"Sir I exist!"
"However," replied the universe,
"The fact has not created in me
A sense of obligation."

And most players will want to buy Exploits. And GMs may want him/her to buy it. No argument there. But making it a requirement (when it really isn't) means forcing them to spend $60 just to participate and buy a bunch of stuff they may never use. Having Adventurers available alone means the player might be able to get all he needs for only $10 (more or less). Low cost can be an incentive to buy at all.

Adventurers isn't a requirement either. Really you just need one copy of the game for the group.

Adventures isn't a requirement either. Really you just need one copy of the game for the group.

I could see 2-3 Spell books being handy, between the GM and each spellcaster player wanting to reference spells. A couple copies of the Adventurers books can speed up character creation.

__________________Eric B. SmithGURPS Data File CoordinatorGURPSLand
The future keeps telling us what the past was about. You make the past mean different things by what you do with the time that comes after.

Adventures isn't a requirement either. Really you just need one copy of the game for the group.

Well, no RPG book is ever a requirement. The GM can just manage combat while everyone else fights over the book.

But, realistically, Adventurers provides the players with a primer on the game and setting, while providing all the information they need to arrive at the table with a character in hand. Beyond that the GM can just manage the flow of information using his knowledge of Exploits.

Think of the old AD&D Player's Handbook and DMG. There were no combat rules in the former. Only character creation information. The GM handled translating player ideas into rules.

__________________A man said to the universe:
"Sir I exist!"
"However," replied the universe,
"The fact has not created in me
A sense of obligation."

But, realistically, Adventurers provides the players with a primer on the game and setting

No it doesn't, it doesn't really have anything about how to actually play the game and there is no setting worldbook in the boxed set at all. GMs are mostly on their own to provide any setting information for the players.

Quote:

while providing all the information they need to arrive at the table with a character in hand.

I would much rather encourage the kind of players who show up knowing how to play and ready to collaborate with each other and me when making compatible and appropriate characters than the kind who insists on making characters in a vacuum and refuses to learn the basics of the game system.